Description:Due to the potential infinite replayability, procedural content, randomly generated levels, events and obstacles gain more and more popularity, especially among indie developers. However, randomly generated content clearly goes against the traditional QA process, due to the near infinite amount of possible permutations. This renders traditional balancing methods inadequate. We present several ideas, solutions and tips on how to deal with balancing, while not loosing the fun factor that randomness introduces.

Take Awaymethods to deal with balancing games that rely on randomly generated content

Founder of ChaosForge, a small indie studio based in Wroclaw, | Poland. Professional roguelike developer, author of several free and | open source roguelikes (most notoriously DRL, based on Doom). | Currently leading ChaosForge in it's quest to bring back the | traditional turn-based... Read More →

Founder of ChaosForge, a small indie studio based in Wroclaw, | Poland. Professional roguelike developer, author of several free and | open source roguelikes (most notoriously DRL, based on Doom). | Currently leading ChaosForge in it's quest to bring back the | traditional turn-based... Read More →